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Detailed Description
Deadline for applications is 10/4, with an intended start of 10/7.
Game details:
The year is 1661, well in the Age of Piracy. Player characters have been dragooned from the prisons of St. Kitts into serving on the ship of one Theodosius Malachi, a notorious captain better known for performing the underhanded tasks the movers and shakers of the Caribbean set him to, no questions asked. As they begin serving their sentence, a delivery of unknown cargo to the island of Whispering Cay, they begin to discover that things are not quite what they seem....
A Crown of Fetters will be run using the free GURPS Lite rules, with some Basic Set rules (particularly combat rules) added in as I see fit. Players new to GURPS are more than welcome to join!
Character Creation:
The scenario comes with six pre-generated characters, built using GURPS Swashbucklers, and can be seen here. Anyone interested in playing as one of these pre-gens (recommended for newbies) can simply nominate themselves to play one that strikes their fancy (or any, in which case I will select for them).
For anyone wishing to build a new character (or replace a dead one...):
- 100 points, 30 points of disads and quirks (max of 5 quirks). Note that the pregens are not quite built to the same standard, but are close enough that they can be used as a reference.
- Lite or Basic Set costs can be used. Genre-appropriate elements from GURPS Swashbucklers or Horror can be brought in on an item-by-item basis.
- All starting PCs are prisoners of the governor of the island of St. Kitts, which should be kept in mind when considering their background, abilities, and starting possessions. Whether the character is actually guilty of the crimes for which they have been imprisoned is up to the player.
- There are light magical elements in the module, but characters should not be able to natively cast spells. Familiarity with occult rituals or folk magic (e.g. voodoo) is OK.
- PCs can be any gender, and all gender identities will be treated equally
Game Themes and Expectations
As this is a horror game, there will be violence, death, undeath, body horror, grotesqueries, blasphemies against God and nature, violations of social norms, cats and dogs living together (quelle horreur!)... I will not be going into particular detail on any of these, but they will be present and sometimes in the forefront of the action - think PG-13 to a light R rather than a hard R.
I'm looking for team players who are willing to push the story forward, potentially at the cost of their character (in keeping with the theme). Even though the characters are (potentially) self-serving cutthroat criminals, I expect players to find justifications for their characters to work together, not stab each other in the back, and adhere to sailors' social conventions. Be excellent to each other, OOC if not IC.
Expect roughly three GM posts a week, with players posting at the same frequency or above. I will move on to the next GM post after 72 hours, earlier if everyone has responded before then. Don't feel like you have to contribute a meaningful response to every GM post if it doesn't make sense, but a simple "my character stays silent/keeps doing what they were doing" would be helpful.
About me:
I've been playing PBP for well over a decade now, with a long break in the middle, and experienced in a wide variety of systems. I'm still a fledgling GM, so apologies in advance for errors, mistakes and potentially some backtracking on my part. I will do my best to listen to the opinions of the players when it comes to rules/rulings, so while any rulings are final, don't be afraid to speak up and constructively point out potential errors or issues.
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